kremator 1065 Posted February 20, 2009 I reckon this is a great idea william1. Raise a ticket on ACE project. I would certainly vote for it ! [TAO] Kremator Share this post Link to post Share on other sites
rheydrich 0 Posted February 20, 2009 I have a problem understanding the compatibility issues; Is ECS or GL3 creating conflicts with FFN? I have noticed that AI sometimes won't get into building and engage. Signals won't appear. Do we have to disabled some features in other mods to have full compatibility. Share this post Link to post Share on other sites
manzilla 1 Posted February 20, 2009 I have a problem understanding the compatibility issues; Is ECS or GL3 creating conflicts with FFN?I have noticed that AI sometimes won't get into building and engage. Signals won't appear. Do we have to disabled some features in other mods to have full compatibility. I'd say yes. Both GL3 and ECS have building entering functions. Your best bet is to turn off all Core ECS AI functions and same with GL3. Both ECS and GL3 ReadMes explain what AI features they have and how to turn them off. Share this post Link to post Share on other sites
an_enlarged_stomach 1 Posted February 21, 2009 Guys, I have a little question with what to do after changing a file. Do I the original MP replacement with the modified config.cpp, or do I just leave it as is? Thanks!! Share this post Link to post Share on other sites
law-giver 190 Posted February 21, 2009 Tony I'm getting this error in multiplayer playing on my lonesome on crCTI free fixed edition using FFN 0.83. temp=tr_body_list |#| select _index Share this post Link to post Share on other sites
TonyRanger 0 Posted February 21, 2009 are you delete or remove the bodies?that may casue this error.tr_body_list is the list of all bodies avilable for AI pick up weapon.if it is,maybe the only way is disable AI pick weapon in multiplayer games Share this post Link to post Share on other sites
law-giver 190 Posted February 22, 2009 Hi Tony, yeah i did think that, crCTI has it's own body delete implemented. But i also have VFAI_Equipment running but get no errors with that. Is there a way to disable just that function of your mod then? The error doesn't annoy me as the mod is so bl**dy good i use it all the time now. The game sucks without it. Thanks for replying and keep up your hard work mate, much appreciated. Â Update I removed VFAI_Equipment and the error seems to have gone away. Possible conflict! Share this post Link to post Share on other sites
TonyRanger 0 Posted February 22, 2009 any test report for my 5 inside missions?really need some words so I can ajust my further work Share this post Link to post Share on other sites
law-giver 190 Posted February 22, 2009 I've been playing your missions Tony and they're great fun. Sneaky buggers, sneaking up behind me. Got to keep your wits about you at all times. Hope you don't mind but i opened up your Hunt mission and corrected some spelling mistakes and fixed the briefing. When you select >here< it doesn't move to the map marker. I've not touched the mission itself only the spelling. I completed the hunt mission but i couldn't capture an officer so i had to shoot him instead. I stood next to him but nothing happened so a bullet in the head to end the mission. Keep 'em coming Tony, great work mate. Share this post Link to post Share on other sites
TonyRanger 0 Posted February 22, 2009 to capture that officer is by chance,sometimes you kill his guard and give him some suppress he'll surender.however this quest is very simple,no waypoint and even no trigger. the Defend is also a show,have you try it yet? that time bomb and under fire are the really quest,worth have a try too. Share this post Link to post Share on other sites
law-giver 190 Posted February 22, 2009 Yeah i've got my ass kicked a few times. Will play the Hunt through again. Just playing time bomb at the moment. The hunt i enjoyed a lot. Had to be sneaky and make sure they were head shots. Wasn't easy and took a few attempts to complete. Defend yeah played it briefly and got killed by a tank. Will keep you posted, i'm playing them all at the moment. Hope you'll be making more mate! Share this post Link to post Share on other sites
an_enlarged_stomach 1 Posted February 22, 2009 I get an error whenever I try and play any FFN missions. The error says something like cfgworld 83 missing or something like that. Share this post Link to post Share on other sites
law-giver 190 Posted February 22, 2009 Quote[/b] ]I get an error whenever I try and play any FFN missions.The error says something like cfgworld 83 missing or something like that. Are you running the mod? You have to be running the mod when playing them. Share this post Link to post Share on other sites
NoRailgunner 0 Posted February 22, 2009 Hi Tony thanks for FFN! This mission where you can choose a character is a good idea for tutorial eg "First steps with FFN"! Â Somehow FFN AI is better in urban combat than in open areas. I've seen some strange animation: - AI raising their weapons high in the air (aiming bug?) - AI when prone turns around in circles - looks a bit like breakdancing - AI (opponents) sometimes are running very close to each other instead of shooting Weapons dispersion and stamina need some fine tuning or make it as an optional replacement. The more player can choose = better. Share this post Link to post Share on other sites
TonyRanger 0 Posted February 23, 2009 - AI raising their weapons high in the air (aiming bug?) because they are plan to throw smoke grenade.so you have to wait for them throw it.this action is fast in TR - class soldiers because I use "TR_throw" to reduce the reload time.but since some one said there is switch grenade problem in ACE MOD,I switch "TR_throw" back to "throw" in FFN MOD 0.83.in this case you should not have switch grenade problem but more offen see AI raising their weapons high in the air. - AI when prone turns around in circles - looks a bit like breakdancing just because the "dowatch" command is not very effective in ArmA,hope ArmA2 fix this problem - AI (opponents) sometimes are running very close to each other instead of shooting this also the ArmA engine problem,but at last you'll see this less in mutilplayer games or veteran mode. Weapons dispersion and stamina is normal in FFN MOD,but you'll get temperay high dispersion and lose stamina quick,if you under suppressing fire.try fight with a squad with rifleman only,you'll find out what I mean. I'll keep ajust some of them anyway Share this post Link to post Share on other sites
manzilla 1 Posted February 23, 2009 Weapons dispersion and stamina need some fine tuning or make it as an optional replacement. The more player can choose = better. Please make it optional. I'd really like only the AI and none of the other stuff. Share this post Link to post Share on other sites
an_enlarged_stomach 1 Posted February 23, 2009 Quote[/b] ]I get an error whenever I try and play any FFN missions.The error says something like cfgworld 83 missing or something like that. Are you running the mod? You have to be running the mod when playing them. Yes I am pretty sure I am running the mod. All I changed was the XEH. I am using ACE XEH instead. Share this post Link to post Share on other sites
TonyRanger 0 Posted February 23, 2009 every feature is optional,because I've left a switch to them. for example:if you don't want suppress fire affect player,just put a (this addweapon"TR_SGM_Logic1") in your init. as I said,FFN MOD is for my further missions,everything inside have it own use.the suppress fire is also a part of AI,which keep a balance between player and AI soldiers. there is no cfgworld 83 thing in FFN MOD,it's a island problem,must be caused by another MOD Share this post Link to post Share on other sites
an_enlarged_stomach 1 Posted February 23, 2009 Quote[/b] ]I get an error whenever I try and play any FFN missions.The error says something like cfgworld 83 missing or something like that. Are you running the mod? You have to be running the mod when playing them. Yes I am pretty sure I am running the mod. All I changed was the XEH. I am using ACE XEH instead. The mission is working now. Thanks. Share this post Link to post Share on other sites
Mark XIII (DayZ) 18 Posted February 23, 2009 Hi mate, Gotta say, I love this addon...Everything about it so far has me watching the battle unfold as opposed to actually playing it  ... Although I do have a small request if possible. Could you impliment the use of the L16A2 mortar addon made by Sanders? http://www.armaholic.com/page.php?id=3113 I love your artillery support system but I find the larger mortars far too devasting in small to medium battles, if you could use this mortar and give it to all sides it would make infantry battles last longer...also, these smaller mortars are used alot by terrorists...a popular mission theme these days . Anyhow, I guess this would be more headaches for you, but I think overall a worthy addition to your fire support system. Thanks again for FNN, it breaths life into a dying game.... Best Regards Mark XIII Share this post Link to post Share on other sites
TonyRanger 0 Posted February 23, 2009 there is already A L16 mortar in FFN MOD,it's under RACS side,and it can be used bby USMC or SLA too.just place the mortar with gunner inside and set RACS firendly to USMC/SLA then the USMC or SLA can call it with designater,RACS can alway call it with their own officers. Share this post Link to post Share on other sites
Mark XIII (DayZ) 18 Posted February 23, 2009 OMG...I love you...hehehe just kidding, but I like you alot.. Thanks for the speedy reply! Edit: Going to try these mortars now, I will report back on how they work out... Share this post Link to post Share on other sites
Deathstruck 375 Posted February 23, 2009 Everything works like a charm for me. haha ! I am having funny with AI nailing me down ! Just some questions: 1. How can I restrict the shouting only for OPFOR or size dependant ? 2. Oh is it possible to make the civilians play 'scared' aniamtion when an different soldier (not opfor) is around ? Share this post Link to post Share on other sites
Nicholas Bell 0 Posted February 23, 2009 Really enjoying using your mod, TonyRanger. Â It's a totally new experience. Not sure if you can help with this little problem. Â I'm using my Razani map (not yet released) and it has a lot of mountains. Â Many helicopters when called spawn and then crash into the mountains. Â The ones which survive, complete their mission and return in the same direction. Â But instead of crashing they hover and eventually disappear - which I suppose is what is intended. Would it be possible to manually set the altitude of appearance, or perhaps the direction in which they appear to work around this problem? Got to say it was pretty impressive having an AI controlled squad lose a man and then call for it's own medivac. Â I'm just standing around with my jaw hanging in amazement. Â Until I got hit, started bleeding, and eventually the lights went out! Share this post Link to post Share on other sites
kremator 1065 Posted February 23, 2009 To other players, I'm playing you mod in conjunction with ACE mod and finding that the server really struggles. Has anyone been able to modify all the ACE functions so that FFN mod can take over engagement (without leading to any other dependency problems! ? [TAO] Kremator PS Tony I'm loving the missions you put together. Share this post Link to post Share on other sites